

goomer
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Everything posted by goomer
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Mouse control is primarily for head/view rotation, and only secondarily for body/weapon control. Weapon-sway is the only good design. Even if that means the weapon needs to be moved off the screen and then back in after a while. Weapon collision only works with auto-weapon-lowering/raising (to not restrict head/view rotation), which would rely on objects that are exactly as large as they appear to be (accurate collision). I don't think that's the case with objects in arma. Both of these ideas make me think of trying to run with both legs in casts. :<
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Toadie's SmallArms and Animations for Arma3
goomer replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Play around a bit with the toadie.updatedtuesdays.com link for the g3 pack and you'll find it. :3 -
Getting back into sound modding, need feedback on sounds
goomer replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
But there's so much you can do technically that negates the need for stereo samples. Surround emulation has done it in the past, while some better than others. I'm not necessarily talking about what's possible with the arma engine currently, rather than what can actually be done through code. If you give me enough time (and money :3), i'm sure i could crank out a mono sample that is psycho-audibly formed (taking the game world into account and not actually mono anymore once i'm done with it), to sound just as good as the stereo sample. SCIENCE! -
Getting back into sound modding, need feedback on sounds
goomer replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes and Yes. All sample tinkerings and special effects should be handled by the engine alone. -
Still valid: http://feedback.arma3.com/view.php?id=16863 Now with demonstration video.
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I'm sure that (other) sound mod would profit from it. ;3
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LAxemann's DynaSound: A new soundmod (+ public soundmod-framework)
goomer replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I like where this is going. -
AI shooting through hills, houses and walls - Impressions of the game
goomer replied to strelnikoff's topic in ARMA 3 - GENERAL
He heard you. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
goomer replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There seems to be a problem with the signatures for AIA TP Lite. At least "AiA_BaseConfig_F.pbo" and "Disable_XEH_Logging.pbo" don't work. Re-signing all 152 files myself fixes the first, but not the second error. Tested on a dedicated server with identical files and verifySignatures set to 2. I hope someone can shed light on this :D Edit: Output from DSCheckSignatures.exe: -
Dedicated Client / Headless Client feedback (dev branch)
goomer replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
But the engine isn't made of legos. You can't just put stuff on top of it and expect it to work. What you suggest may take an unforseeable amount of time and man power. If we can get improved performance right now with "minor" tweaks, why not pursue that for now? Nobody said there couldn't be a better solution in the future. The "just do it" attitude doesn't work with complex matter such as this. -
Dedicated Client / Headless Client feedback (dev branch)
goomer replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
That is an excellent idea. I support this. -
Is that directed towards me? Because that's what i was thinking. I dunno how TS comes into this or how it would conflict with TS. My impression is that it doesn't give a flying duck about TS.
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I don't understand the point of this question. Please elaborate.
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Dsly is upscaling the recorded material to 1440p, not 1600p. He's still playing at 1200p.
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A.C.R.E - Advanced Combat Radio Environment for Arma 3
goomer replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A release candidate for a public beta is not a public beta. -
crosshair, third person and zoom needs to be rookie difficulty
goomer replied to defk0n_NL's topic in ARMA 3 - GENERAL
That it does indeed. To remove the "oddness" it would be necessary to change the perspective the closer you get to the screen edge. 'cuz they're called eye-balls and not eye-cubes. -
Advanced Combat Sound Environment (A3) WiP Thread
goomer replied to tpM's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Look at his signature. :3 -
Well, at least you don't have to recompile your teamspeak client to use them. :eek:
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Mumbles functionality is extremely limited. You'd have to code and compile your own mumble client to add the features you want or need. Blips and Bloops or a DSP for radio effects are not possible with mumble.
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Simplest way to record gameplay video?
goomer replied to Barabara's topic in ARMA 3 - QUESTIONS & ANSWERS
There's an option to toggle it on and off. If you want PTT functionality, you should ask for it on the nvidia/geforce forums. -
@MumbleLink -A2OA/A3- mod for extended support of Mumble's positional audio feature
goomer replied to zsawyer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1: Nope. Although some revive scripts produce the same effect when near fire. 2: None (except mods), default allocator. 3: No And yes, this issue happens quite a while after mumble links. -
@MumbleLink -A2OA/A3- mod for extended support of Mumble's positional audio feature
goomer replied to zsawyer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is one with all the addons loaded: http://files.vanaheimr.org/arma3_2014-02-11_22-53-58.7z I can reproduce this again with just CBA if you want. -
@MumbleLink -A2OA/A3- mod for extended support of Mumble's positional audio feature
goomer replied to zsawyer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmmmm. After roughly half an hour of playing, the frame rate suddenly goes down to about 1 or 2 frames a second. I tried this addon with and without any other addons (except CBA Beta 4 of course) with the same results. And it also happens to other people. RPT revealed about 6000 lines of memory reports after last mumble link. -
I would assume so. At least that's how i did it.
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I was a little confused at first too. Doesn't quite help that the two updates logically translate to "1.1". That explains why it doesn't work correctly with withSix (if i understood the previous posts right). Anyways, i got it to work and i love it. Keep up the amazing work. :)